﻿#if UNITY_EDITOR
using System.Collections.Generic;
using System.Reflection;
using UnityEditor;
/// <summary>
/// 编辑器菜单_Bat菜单
/// </summary>
public partial class ESF_MenuItem_Bat : AbsESF_EditorMenuItem
{
    #region 常量
    /// <summary>
    /// 菜单名称
    /// </summary>
    const string mcDevMenuName = "Bat/";
    /// <summary>
    /// 菜单
    /// </summary>
    const string mcDevMenuRoot = cDevMenuRootPath + mcDevMenuName;
    /// <summary>
    /// Asset菜单
    /// </summary>
    const string mcDevAssetMenu = cDevMenuAssetPath + mcDevMenuName;
    /// <summary>
    /// Hierarchy菜单
    /// </summary>
    const string mcDevHierarchy = cDevMenuHierarchyPath + mcDevMenuName;
    /// <summary>
    /// 菜单优先级
    /// </summary>
    const int mcPriority = 100 * ESF_MenuPriorityConst.Bat;
    #endregion

    #region One Key Build Bat
    const string mcOneKeyBuildBat = "One Key Build Bat";
    /// <summary>
    /// 一键发布
    /// </summary>
    [MenuItem(mcDevMenuRoot + mcOneKeyBuildBat, false, mcPriority)]
    [MenuItem(mcDevAssetMenu + mcOneKeyBuildBat, false, mcPriority)]
    [MenuItem(mcDevHierarchy + mcOneKeyBuildBat, false, mcPriority)]
    [ESF_ProjectSettingMenuItem(mcDevMenuRoot + mcOneKeyBuildBat, "一键生成批处理")]
    static void ESF_MenuItem_OneKeyBuildBat()
    {
        ESF_Logic.OneKeyBuildBat();
    }
    #endregion
}
#endif


